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Wreaking Havok with Starcraft II

Posted 13th Jul 2008 01:09 PM by Kalos

Kalos' Chronicles >> Wreaking Havok with Starcraft II >> (Page 1) | (Page 2)

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A further loop: PhysX processing on Radeon and Geforce cards

To change things even more, an amateur third party programmer has managed to cover great ground in reproducing the libraries Nvidia implemented for PhysX processing; if successful it would basically get driver-based PhysX going on the Radeon HD series cards as well when using his own build of ATI's Radeon drivers. To add to the likelihood of his success, Nvidia are supporting him actively through their developer programme. It appears they are hoping that if they can push the only two powerful graphics companies, ATI and Nvidia themselves, into giving PhysX and the Physics-on-GPU approach a natural advantage, it'll become the dominant form of rendering and processing physics effects.

I don't think we'll see one software effectively replace the other for years to come due to the positions of these three important players. Nvidia wouldn't purposely cripple the software rendering Havok physics effects. There's a key difference between the honest boosting of one physics solution, while crippling the other deliberately to achieve the effect of propelling the other would be plainly wrong. It would only hurt their sales in the end. The graphics cards need to perform at their best in order to get those sales and win people over from a rapidly advancing graphics market who would just go elsewhere if they found their products to be inferior to the competitors'. It also works in their favour to open their doors to all the physics rendering, as they stand to profit greatly if Physics on the graphics card takes off and does away with physics on the central processor. Not to mention such discrimination would be severely anti-competitive, something which Microsoft are heavily fined for by the European Union, I seriously doubt they would go into an serious disabling of their rivals' alternative software engines and tools with those risks.

Not just Nvidia - Other tech businesses showing interest

AMD have already been involved with supporting developments with Havok before, just because Nvidia have given their graces for CUDA and PhysX rendering to be made possible on their Radeon cards through third part drivers does not mean they won't abandon their efforts to enhance the rendering efficiency of Havok or other physics emulation technologies that are being trialled and implemented by game designers up and down the country. I expect AMD will just go down the middle road, trying to enhance both Havok and PhysX as they can with further driver releases. Physics-on-GPU is a highly hyped market, which may yield more realistic motion and effects in games and movies, and I doubt they would pin all their hopes on their competitor's physics solution anyway, there is a wide range to support out there beyond those owned by the big technical firms.

As for Intel, the company isn't really in a position to enhance or alter performance of physics accelerated by graphics card due to them not being one of the big two dedicated graphics card providers that gamers regularly purchase from; they mostly make mass market onboard chipsets which are overwhelmed by regular 3D processing demands of games, let alone adding the physics on top of that. It is a Central Processor business at heart, a very powerful one. It does what it can to create a general demands processor that deals with ordinary work and processing requirements, and it could be possible that physics may still be more easily done on the second core of a dual core processor than on the more specialised and complex graphics card products.

Conclusions: Impact of these trends upon StarCraft II?

Despite the above forecasting/probabilities, don't expect much of what is going on in the big picture to affect SCII's development by much, due to the simple fact that games don't commonly switch technologies part way through development, it creates a disorganised mess and wrecks timetables (I'm talking about Duke Nukem Forever, so well named...). These developments to bring a more refined and advanced form of physics processing into play, giving us the ability to look at better quality effects without having spent three months pay on the top graphics card of the week, are things that will affect games about to stat development rather than those already being demoed at E3 or Blizzcon, or such events. Havok is a mainstream physics software, implemented in over one hundred games already. Do not expect that Havok will suddenly fade in comparison or otherwise under perform just because Nvidia has managed to give its own purchased branch of the physics industry a strong thrust upwards. It was only two years ago that Nvidia was working with Havok on Havok FX for the GeForce 6 and 7 series, I imagine that cooperation will not linger or be dismissed off hand, even when AMD purchased Nvidia's main rival ATI the two businesses continued to cooperate and release complimentary products.

Physics processing has a big future ahead of it, and more and more games will be developing their own in-house solutions to its implementation or licensing the software and assistance from companies like Havok and Agena. StarCraft II will be the first Blizzard game with Havok at its heart, and we can only wonder what the boys in California will do with this technology at their disposal. It is also the reason why the specifications on my earlier article are most likely to be off to some degree, due to the changing nature of how physics could possibly be implemented and the resulting stresses and loads pushed around different areas, it is hard to place that processing demand to any single component now. By the beta season (no, this isn't a hint that it is soon) we should have a much more clear picture of Blizzard's implementation, both what the results are in-game and what that means for PC hardware requirements and recommendations.


This was another part of Kalos' Chronicles, which handle all things hardware around StarCraft 2. If you're interested in knowin the StarCraft system requirements, or other technical aspects of the game's stats, make sure to check out the entrie series of Chronicles!


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Freelancer
Posted 16, Jul 2008 12:48 AM
(0)
 

Nice first Article Kalos!

Any clue how if the required amount of processing power for things like this is significant? And if this is something that is can actually take advantage of the whole multicore hype?

I was wondering that because I think its not something that you can turn off. It seems to me that its to much part of the gameplay/engine itself (not as much as in Company of Heroes in which craters can actually provide cover). Having said that its still eyecandy for the most part wink

Reply
 
Freelancer
Posted 16, Jul 2008 12:48 AM
(0)
 

Nice first Article Kalos!

Any clue how if the required amount of processing power for things like this is significant? And if this is something that is can actually take advantage of the whole multicore hype?

I was wondering that because I think its not something that you can turn off. It seems to me that its to much part of the gameplay/engine itself (not as much as in Company of Heroes in which craters can actually provide cover). Having said that its still eyecandy for the most part wink

Reply
 
Kalos
Posted 16, Jul 2008 02:38 AM
(0)
 

[QUOTE=Freelancer;4391]Nice first Article Kalos!

Any clue how if the required amount of processing power for things like this is significant? And if this is something that is can actually take advantage of the whole multicore hype?

I was wondering that because I think its not something that you can turn off. It seems to me that its to much part of the gameplay/engine itself (not as much as in Company of Heroes in which craters can actually provide cover). Having said that its still eyecandy for the most part wink

Actually it’s my second article ;p But technically you are right, it’s the first proper write up that should be called an article. I’ve stacked the Havok article above and my earlier system specs guidelines in the Kalos’ Chronicles.

I think this will require more base processing power than the simple requirements of Warcraft 3 and WoW for this very reason, the Havok physics. not just the normal curvative that as time goes on games progressively get more demanding, this should put a real impact on system demands.

I’m fairly certain that Blizzard won’t be going into heavy multithreading, not just because it’s a pain to train up coders and write upon it, but they started making the game in 2003 roughly, while we didn’t really see mainstream dual cores for the bulk of consumers until 2006. They had been brought out in 2005, early models like the Pentium D and the Athlon X2 series, but they were quite high end and not priced for any normal usage. Now we’re in an age where dual core processors can be picked up for $50 (back in 2005 on Day One of the consumer multicore PC, expect prices around $300 at the bottom level duals!), and quad cores are going to be pushed into range of average joes if Intel has anything to do with it. I think Diablo III or whatever project follows that may take more advantage, but I seriously doubt Starcraft II will. It’s not that Blizzard is being lazy or sloppy, but multicore design really needs to be done from the start of the development cycle, it can’t be rammed into operation on an engine built with single core processing in mind without being fairly ineffective anyway.

But a dual core is still advantageous for the game, as the computer will automatically shunt most of the background OS operations onto the second core, leaving the other free to concentrate alone on the most important thing, the game itself, without having to run the dozens of Microsoft services also, so a dual core will see benefit over the older single cores for this alone. I refer to it as ‘Dumb multitasking’. Nice little passive boost, sometimes quite effective.

As a by-the-by, I arrived at the 2.4 Ghz Pentium 4 frequency from looking at other Havok based games, and then dialling it up a bit for the fact it’ll be a 2009 computer game. Starcraft II’s minimum processing requirements may exceed this demand, it may come under the level I delivered. I have a feeling it can’t be far off, else there will be dozens of unhappy gamers who are used to Blizzard’s low system specs. They simply have to allow old single core designs like some of the higher end Pentium 4 and Athlon 64 processor families to run the game, basically the machines of 2005 and onwards most likely will be fine.

I don’t think it’ll be something the game will be able to operate without either, but I don’t expect to see Havok used as extensively as in Company of Heroes, my all-popular example of Havok in action. Once again, not knocking Blizzard’s effects or implimentation, I just don’t witness the same level of terrain interaction (this could be subject to change but unlikely, the last few demos have shown fairly consistant physics effect). This could be intentional, or simply an artistic style choice, but it may reduce the overhead demand compared with Havok-heavy games.

Reply
 
Klear
Posted 16, Jul 2008 03:01 PM
(0)
 

I’m still waiting for a RTS where each little soldier dies using ragdoll. THAT will be something.

Reply
 
Klear
Posted 16, Jul 2008 03:01 PM
(0)
 

I’m still waiting for a RTS where each little soldier dies using ragdoll. THAT will be something.

Reply
 
Klear
Posted 16, Jul 2008 03:01 PM
(0)
 

I’m still waiting for a RTS where each little soldier dies using ragdoll. THAT will be something.

Reply
 
Klear
Posted 16, Jul 2008 03:01 PM
(0)
 

I’m still waiting for a RTS where each little soldier dies using ragdoll. THAT will be something.

Reply
 
Freelancer
Posted 16, Jul 2008 03:31 PM
(0)
 
[QUOTE=Klear;4410]I’m still waiting for a RTS where each little soldier dies using ragdoll. THAT will be something.

I would love to see something like that combined with non-despawning of the remains of whatever you break. Company of Heroes does this partially, but it would be nice to see it beeing brought to the next level smile

The other part of the equation, something that quite a few gamedevelopers seem to forget is to test these new feature by asking the “Is this fun” question.

Reply
 
Freelancer
Posted 16, Jul 2008 03:31 PM
(0)
 
[QUOTE=Klear;4410]I’m still waiting for a RTS where each little soldier dies using ragdoll. THAT will be something.

I would love to see something like that combined with non-despawning of the remains of whatever you break. Company of Heroes does this partially, but it would be nice to see it beeing brought to the next level smile

The other part of the equation, something that quite a few gamedevelopers seem to forget is to test these new feature by asking the “Is this fun” question.

Reply
 
Freelancer
Posted 16, Jul 2008 03:31 PM
(0)
 
[QUOTE=Klear;4410]I’m still waiting for a RTS where each little soldier dies using ragdoll. THAT will be something.

I would love to see something like that combined with non-despawning of the remains of whatever you break. Company of Heroes does this partially, but it would be nice to see it beeing brought to the next level smile

The other part of the equation, something that quite a few gamedevelopers seem to forget is to test these new feature by asking the “Is this fun” question.

Reply
 
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